Showing posts with label EA. Show all posts
Showing posts with label EA. Show all posts

Saturday, August 9, 2014

Tetris 3D Platformer Pitch - Final Art

The second round of sketches from my previous post really resonated with the EA team, but they did notice that the tetrimino shapes had taken a little bit of a back seat to the Russian motifs. They asked us to see if we couldn't make they're presence a little more even. They definitely had a point. We needed to make sure that no matter where you looked in the game, it was obvious you were in a Tetris inspired world.
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 I love it when victories from early sketches make a come back. Tetris Snake!

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It's amazing how despite using the same template, the two sets of color ideations I got to create turned out so differently. We kept the same architecture and general shapes, but with just a color change and a few other element changes, we got something so much different. After working with a super limited palette (above) that was very beautiful and in my opinion much more Russian, we had to come up with something that felt like we were taking it in a substantially new direction, but with the same stuff. Above, we gave everything a very hard, edgy look that was supported by the limited color palette and a liberal use of black. Below, we introduced a lot of organic and verdant colors which made things feel a bit softer, although we didn't round the edges at all. We also squashed the castle a little in the wide shot and thickened up and simplified the fields of blocks. The winding river adds a lot of playfulness too. Naturally, the playful child-like character adds a lot more levity than the animal spirit character from above.

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I would have never seen this assignment coming when I first started at Brain Zoo nor would I expect to get one like this again soon. We had so much freedom and support from EA, it was great. They also gave us an inordinate amount of time to develop this stuff from what I'm used to, but the end results speak for themselves. I should also add that while I usually act as the sole art director, this time I worked very closely with the project lead, Tony Vasquez. He really pushed me to break away from typical genre conventions so that the Tetris elements didn't feel tacked on and kept reminding us to try the unexpected. Since the project was so blue sky, he also really helped me to refine my ideas so that it wasn't just a smorgasbord of concepts in each piece. Despite all the visual elements, you can see a clear destination in each piece. Congrats to all involved!

Tetris 3D Platformer Pitch - Sketch Phase

I now have the opportunity to share some ideas I generated for a proposal to make Tetris into a story based platform game for EA. Before the hardcore gamers get upset, we certainly meant to keep the core Tetris gameplay that has survived the ages, however, my team and I were tasked with developing a Tetris world where a character would go on some kind of adventure and along the way, play a lot of Tetris. Obviously, this sounds very vague, but I love these projects the most. This is when they're at the height of possibility.

We started with a couple of key words - adventure, character, fun, environment, castle, epic. From there I began my ideation. We wanted to remain pretty obvious in our inclusion of tetrimino shapes in the landscape and like the nature of the original game, there was a lot of destruction and building. I originally started with a very Indiana Jones/Tomb Raider take of exploring these fantasy landscapes filled with castles and some cataclysmic disaster was causing the world to break apart (into tetriminos of course).





Usually in pitches, you want to deliver 3 different ideas, so if the first one was a standard treasure hunting/castle climbing adventure, then the next one had to be a little different. Since tetriminos are building blocks essentially, we were inspired to develop landscapes that were inspired by DNA strands,  molecules, and as you can see, crystalline structures.


It came up that the top crystal sketch didn't really have any visible tetriminos, so I incorporated them as veins inside the crystals that pulsed with energy.

For a while, I was just developing my concepts as environments that had tetrimino shapes in them that the player would travel through, so to start something new, I considered using them as a mode of transportation through the environments.





In our second phase, we developed our ideas with more of a fairytale  in mind and the EA team made a great suggestion to add a Russian influence to it. I've never been a huge fan, but I'm familiar with the game, but I'd totally forgotten that Tetris is a Russian game. Anyone remember these?



Our research into Russian art, architecture and folk lore led to a fresh new direction.

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Russian minarets became a recurring shape in everything. In all of the following stages, we ended up incorporating some of the patterns and shapes we'd found in our research. Usually, I want the story elements to be absolutely perfect, but for once, we intentionally kept the story very vague. This helped us stay away from genre expectations and would allow the EA team to project whatever story they developed onto the designs we provided.

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Once I'd drawn trees with minaret buds on the top, the remaining concepts all displayed plant like elements.

I should mention that after our initial brainstorming session, we decided to deliver work in a template consisting of a landscape that was a wide shot, a medium shot, and a close shot of one style of environment. You'll notice that the first two concepts don't have much in the way of the classic tetrimino shapes. We discussed at length with EA all the possibilities that might exist for incorporating tetrimino shapes. What if they were like DNA strands and molecules, making up the entire game world, but not visible to the eye. What if playing triggered an event that sent you into a Tetris game. For example, what if you came to a door or wall that stood in your way, and you had the power to control the tetriminos, you could stack the wall/door tetriminos and collapse them, clearing your way. What if they acted as magical glyphs that acted as magical barriers that had to be destroyed to progress. As things were becoming more and more abstract, we tried to simplify our ideas even more so that exploration would just trigger some fantastical event that would take you into a Tetris game. In the concept below, the idea was that the minaret from the concept above would open up like a flower and emit a 3D column of tetriminos. Enter Tetris Game Challenge.

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As we developed more and more ideas, it allowed us to propose new ways of playing Tetris in 3 dimensions. The column of tetriminos could be rotating, or you could rotate the column so that the tetriminos that fell could be placed anywhere along the circumference of the cylinder.

Friday, June 14, 2013

Monopoly World Cities Concepts

No, there are no littler people in Monopoly. This is a model village of a rural German town.

I loved my model village, but the above concept looked a little more gardeny and became the approved of design.
The last Monopoly project I worked on was Monopoly World Cities. The premise was that each color of the board was a small world version of a different world country.  Jack Sy and Alex Leon, who helped me on the Future Monopoly project as well, managed to handle most of the design work for this,  but I did get to tackle a few things. While the early steps of a property in the other games usually just consists of a sign post or garden, the early stages of the World Cities properties were supposed to be these mini parks. Instead of having a small focus in the middle, they needed to be modular and work as quarters. The Spain design is a little bit of an exception, but the idea was, that as soon as two quarters of the property were bought, it would change to the fountain. Any additional quarters of property that were bought would stay only display the bush arrangements.

Future Monopoly - Income Tax Building.


Whoa! Almost missed posting my favorite Future Monopoly design. I remember that this was one of the hardest designs to create. I mean really, what icon symbolizes Income Tax? The Income Tax Monopoly card symbol, a diamond within a diamond, didn't feel very powerful.


I tried some casino-esque varitions, and then some vault/fortress types with giant hands or pincers that would grab money, but nothing really looked well-considered. Still, we needed something oppressive, strong, and intimidating. I started with a box for the the building design since everything needed to fit within a rectangular perimeter. To make it oppressive, I tried to have the building literally look down on the player, so I just leaned a side out over the sidewalk and added a red eye sensor. The spire became an antenna and boom, the "big brother" evil machine overlord design was born!

Thursday, June 13, 2013

Nintendopoly - Broadway Corner to Corner.



Looking back at my first couple years working in entertainment, the corner to corner concepts were some of the most complex paintings I had to work on. They needed to remain clean, required a lot of perspective work, accurate figure to building scale, and needed to match a well-known and established style. As difficult as it was, I've always been a big fan of paintings where there's a lot of activity happening. Just looking at this, you can see how the Nintendopoly City would have been busy and bustling, with something new and crazy happening on every block. It's a shame this pitch didn't make it past the concept stage.

Nintendopoly - King Boo's Hotel, Donkey Kong Parking and More.



Trading Properties Menu.

Hotel.

Free Parking.


Waterworks.
Waterworks.

Chance.


 Electric Company.


Nintendopoly - From Empty Lot to Hotel continued....




1 Hotel.
4 Houses.
Lot for Rent
 Lot for Sale.

We ended up further developing the concepts from my last post. I especially enjoyed making the electronic store facade.

Saturday, June 8, 2013

Nintendopoly - From Empty Lot to Hotel.

 Upgraded to Hotel.
 Upgraded to House.
Empty Lot.

Nintendopoly - Pass GO!




Part of my Monopoly phase at BrainZoo, this was one of the first pieces I did to get the project going, to show how Nintendo could blend into the Monopoly world and give it a sense of adventure and achievement.

Additional Future Monopoly Designs.





After a lot is purchased it transforms into a public park. On the low value end, the properties have less and less foliage or holographic foliage and on the high end, there's grass and real trees and fountains. You can see that even early in the project, the terrarium idea of protecting the foliage from the elements makes an appearance.